One of the major differences was that there was no avoiding the boss fights in the game – whether you were sympathetic to your opponent’s plight or not, you still had to take them down. Developer Eidos Montreal says that next year’s sequel, Deus Ex: Mankind Divided, will allow you use dialogue to find different ways of dealing with boss encounters.

Warren Spector, Chris Norden and Sheldon Pacotti are all original creators of the dystopic Deus Ex, so it's only fair they're subjected to a lengthy Let’s Play marathon of their original creation to celebrate 15 years of Deus Ex.

Listen carefully because they'll be offering their unique insight into the game and its universe. The plot maybe linear, "but within each part of the plot you can do whatever you want - that's the cool thing", declares Spector.

Deus Ex: Mankind Divided contains a fancy new combat system, with advanced mechanics for punching people through walls and filling them full of assault rifle rounds, and therefore doesn't nudge you into pursuing a stealthy approach in the way its predecessor Human Revolution often did.

“A lot of people told us that they had the feeling that you had to play the game in stealth,” Eidos Montreal's exec producer Stéphane Roy told PCGamesN at E3 last month. “And so we said this time that we really want you to play it like you want, and you're going to be able to do that. We did this to make it what people want.”

There's a lot of eye-candy in the upcoming Deus Ex: Mankind Divided from developer Eidos Montreal, and to prove it they brought a tech demo of the new Dawn Engine to the PC Gaming Show.

It's full of illumination this, post-process that, and many other fancy jargon words - but the proof is in the video itself. The Deus Ex cyberpunk world is full of clutter, shiny puddles and billowing smoke.